RPG Tables: Random Urban Gang generator

RPG Tables: Random Urban Gang generator

This table is great for creating random urban gangs to use in medieval fantasy RPG games.

Roll d8 – The gang’s money-making schemes include:
1. Distributing drugs.
2. Running heists of and/or fencing stolen gems and precious metals.
3. Petty theft, burglary, and/or pickpocketing.
4. Assassinations that look like accidents or that frame someone else.
5. Running brothels—exotic, low, or high-class.
6. Shaking down legitimate local businesses and/or city officials.
7. Serving as muscle for shady merchants and/or brothel-keepers.
8. Holding up outgoing ships or wagons.

Roll d20 – The gang’s colors are:
1. Black.
2. Red / scarlet.
3. Gold.
4. Forest green.
5. Royal blue.
6. Violet.
7. Silver / light grey.
8. Bronze.
9. Tan / khaki.
10. Brown / beaver.
11. Dark grey / gunmetal.
12. White.
13. Maroon.
14. Sky blue.
15. Navy blue.
16. Dark brown / chocolate.
17. Teal / turquoise.
18. Steel / blue grey.
19. Orange.
20. Olive green.

Roll d20 – The gang’s symbol is:
1. A skull.
2. A ghost.
3. An open hand.
4. A clenched fist.
5. An arrow.
6. A dagger.
7. A sword.
8. A hammer.
9. A crown.
10. A goblet.
11. The moon.
12. A star.
13. A fish.
14. A snake.
15. A badger.
16. A spider.
17. A rat.
18. A wolf.
19. A bear.
20. An eagle.

Roll d10 – Gangmembers often sport matching:
1. Shirts.
2. Jackets.
3. Scarves.
4. Vests.
5. Bandannas.
6. Boots.
7. Tattoos.
8. Hats.
9. Scars.
10. Mustaches.

Roll d10 – The gang’s leader is:
1. A dangerous megalomaniac.
2. A charismatic demagogue.
3. A mysterious foreigner.
4. A talented thief.
5. A well-known public figure.
6. A ruthless killer.
7. A femme fatale.
8. A charming rogue.
9. A dashing swashbuckler.
10. A brutish thug.

Roll d12 – For recruitment, the gang targets individuals who are:
1. Artisans.
2. Relocated peasants.
3. Sailors.
4. Drunks.
5. Beggars.
6. Thieves.
7. Servants.
8. Combat veterans.
9. Laborers.
10. Foreigners.
11. Young children.
12. Circus performers.
13. Orphans
14. Slaves
15. Law Enforcement
16. Politicians
17. House wives
18. Merchants
19. Farmers
20. Travelers

Roll d6 – The gang’s goals include:
1. Domination of the city’s politics.
2. Domination of the city’s trade.
3. Revenge against a rival gang in the same city.
4. Revenge against a rival gang in another city.
5. Revenge against the city’s elite.
6. Rebellion against the city’s elite.

Roll d10 – Gang members typically arm themselves with:
1. Wooden clubs.
2. Throwing knives.
3. Over-sized daggers.
4. Serrated daggers.
5. Daggers and crossbows.
6. Hammers and daggers.
7. Sticks and stones.
8. Shortswords.
9. Brass knuckles.
10. Bare fists.

Roll d10 – Gang members typically fight with:
1. Swarm tactics.
2. Hit-and-run tactics.
3. Ambush tactics.
4. Choreographed maneuvers.
5. Unpredictable maneuvers.
6. Lots of smiles and jokes.
7. Lots of fancy footwork.
8. Lots of screaming and shouting.
9. Kicking and stomping.
10. Lots of head-butting.

Roll d12 – The gang’s headquarters is hidden in or near:
1. The residence of the leader or a senior gangmember.
2. An artisan’s shop or guildhall.
3. A merchant’s office.
4. A tavern.
5. A brothel.
6. A warehouse or shipyard.
7. A temple complex.
8. The city’s sewers.
9. The town hall.
10. An abandoned guildhall or warehouse.
11. A shantytown
12. The residence of a wealthy individual.

Roll d12 – The gang is feared or respected by:
1. Fishermen and sailors.
2. Beggars and thieves.
3. Merchants and moneychangers.
4. Jewelers and gemcutters.
5. Politicians and magistrates.
6. Guards and sheriffs.
7. Soldiers and warriors.
8. Gladiators and pugilists.
9. Peasants and farmers.
10. Servants and slaves.
11. Priests and sages.
12. Women and children.

Roll d12 – Distinguishing feature for an individual:
1. A nose ring.
2. Shiny leather boots.
3. A hole in the toe of one boot.
4. A dagger in each boot.
5. A heavy gold chain around the neck.
6. A wide-brimmed hat.
7. A dagger tattoo on the forearm.
8. A snake tattoo around the arm.
9. A maniacal laugh.
10. A long, hooked nose.
11. An open shirt and a very hairy chest.
12. Extravagant mustaches.

RPG Tables: Smuggler band generator

RPG Tables: Smuggler band generator

Use in conjunction with Random Outlaw and Bandit Band generator after rolling a 6, 7, 8 or 9 on Table One.

Roll d6 – The smuggling ring’s primary modus operandi involves:
1. Underground tunnels.
2. Secret compartments.
3. Stealth watercraft.
4. Humanoid mules.
5. Bribery of officials.
6. A network of safehouses.

Roll d8 – The ring is supported by:
1. A prominent merchant.
2. An important minister or magistrate.
3. A major crime boss.
4. A pirate captain.
5. An admiral.
6. A group of subversives.
7. The captain of the guard or a local sheriff.
8. The sovereign’s main rival.

RPG Tables: Random Robber Band Generator

RPG Tables: Random Robber Band Generator

Use this table to generate Random Robber bands after rolling a 3, 4, or 5, on Table 1 of Random Outlaw and Bandit Band generator

Roll d6 – The robbers typically strike with:
1. Swarm tactics.
2. Hit-and-run tactics.
3. Ambush tactics.
4. Choreographed maneuvers.
5. Unpredictable maneuvers.
6. Lots of fancy footwork.

Roll d8 – The robbers are notorious for:
1. Never leaving survivors.
2. Branding captives.
3. Scalping captives.
4. Burning wagons and ships.
5. Using explosives.
6. Romantic escapades.
7. Singing bawdy songs.
8. Drinking too much ale.

RPG Tables: Random Poacher Band Generator

RPG Tables: Random Poacher Band Generator

Use this table in conjunction with RPG Tables: Random Outlaw and Bandit Band generator if “1” is rolled on the first table.

Roll d8 – The poachers’ favorite prey includes:
1. Bears.
2. Birds of prey (eagles, falcons, hawks, owls).
3. Boars.
4. Deer (elk, harts, moose, stags).
5. Exotic beasts (behemoths, elephants, griffons, hippogriffs, lions, owlbears, tigers, wyverns).
6. Game birds (doves, grouses, partridges, pheasants, quails, turkeys).
7. Waterfowl (ducks, geese, herons, puffins, snipes, swans).
8. Wild canines (foxes, wolves).

Roll d6 – The poachers’ hunt:
1. For sport.
2. To feed their families.
3. To feed the impoverished peasants.
4. To exact revenge on the landowner.
5. To sell the beasts’ meat.
6. To sell the beasts’ pelts.

RPG Tables: Random Outlaw and Bandit Band generator

RPG Tables: Random Outlaw and Bandit Band generator

Back to RPG Tables: Random Gangs and Guilds generators

These tables are good for creating random Outlaw gangs or Bandit bands. Examples of such is Robin Hood’s Band of Merry Men.

Roll d10 – The outlaw band’s primary “business” involves:
1. Poaching from the sovereign’s preserve or a prominent noble’s lands. (Roll on Random Poacher Band Generator)
2. Harboring fugitives.
3. Harassing government officials and nobles who pass along the road.(Roll on Random Robber Band Generator)
4. Robbing caravans carrying gems, precious metals, and exotic goods. (Roll on Random Robber Band Generator)
5. Holding up incoming or outgoing ships or wagons. (Roll on Random Robber Band Generator)
6. Smuggling drugs—smokeleaf, a hallucinogenic mushroom, sleepysalt, sharpsugar, etc. (Roll on Random Smuggler band generator)
7. Smuggling rare antiquities.(Roll on Random Smuggler band generator)
8. Smuggling stolen goods. (Roll on Random Smuggler band generator)
9. Smuggling living things (examples: exotic beasts, foreign harlots, fugitives, slaves, etc) (Roll on Random Smuggler band generator)
10. Serving as muscle for shady merchants and/or brothel-keepers.

Roll d10 – The outlaw band’s colors are:
1. Black.
2. Gold.
3. Forest green.
4. Bronze.
5. Tan / khaki.
6. Brown / beaver.
7. Dark grey / gunmetal.
8. Maroon.
9. Dark brown / chocolate.
10. Olive green.

Roll d12 – The outlaw band’s symbol is:
1. A skull.
2. An arrow.
3. A dagger.
4. A goblet.
5. The moon.
6. A star.
7. A snake.
8. A badger.
9. A spider.
10. A rat.
11. A wolf.
12. A bear.

Roll d12 – The outlaw band’s leader is:
1. A dangerous megalomaniac.
2. A charismatic demagogue.
3. A mysterious foreigner.
4. A talented thief.
5. A member of a prominent family.
6. A ruthless killer.
7. A femme fatale.
8. A charming rogue.
9. A dashing swashbuckler.
10. A brutish thug.
11. A devoted priest.
12. A well-known fugitive.

Roll d6 – The outlaw band’s members are primarily:
1. Out-of-work artisans.
2. Displaced peasants.
3. Desperate peasants.
4. Escaped slaves.
5. Combat veterans.
6. Foreign refugees.

Roll d8 – The outlaw band’s goals include:
1. Domination of the region’s trade.
2. Sabotage of the region’s trade.
3. Revenge against a rival band of outlaws.
4. Revenge against the region’s elite.
5. Rebellion against the region’s elite.
6. Equality and freedom for all.
7. A wealthy and peaceful retirement.
8. Violence to slake their bloodlust.

Roll d10 – Members of the outlaw band typically arm themselves with:
1. Wooden clubs.
2. Over-sized daggers.
3. Shortbows and arrows.
4. Longbows and arrows.
5. Daggers and crossbows.
6. Axes and knives.
7. Sticks and stones.
8. Shortswords.
9. Brass knuckles.
10. Daggers and sling shots.

Roll d10 – The outlaw band’s headquarters is hidden in or near:
1. The residence of a prominent noble.
2. The village’s market square.
3. A wayside inn.
4. A tavern.
5. A brothel.
6. An old lighthouse.
7. An abandoned cabin.
8. A waterfall.
9. A cave.
10. A dense forest.

Roll d10 – The outlaw band is feared or respected by:
1. Ambassadors and tax collectors.
2. Merchants and peddlers.
3. Politicians and magistrates.
4. Guards and sheriffs.
5. Soldiers and warriors.
6. Nobles and wealthy travelers.
7. Knights and loyalists.
8. Peasants and farmers.
9. Priests and sages.
10. Women and children.

Roll d12 – Distinguishing feature for an individual:
1. A flashy earring ring.
2. Shiny leather boots.
3. A hole in the toe of one boot.
4. A dagger in each boot.
5. A mask on the face.
6. A wide-brimmed hat.
7. A dragon tattoo on the forearm.
8. A flame tattoo around the arm.
9. A maniacal laugh.
10. Nothing
11. An open shirt and a very hairy chest.
12. Extravagant mustaches.